Azir clarity

Firancil·10/17/2014, 3:30:27 PM·1 votes·539 views

So, while playing around with Azir in a custom game to learn how to use Azir's skills in a better way, I noticed that some of his skills have bad clarity issues, mainly his Q: Conquering Sands, and his W: Arise, along with using Arise on enemy towers. TL:DR at the bottom.

To start, the circle indicator on his Q doesn't properly show how far the soldiers will go, the soldiers will go about 50 or so units farther than the indicator shows. To add more, using Q to send the soldiers to the max range, it'll put them extremely close to their idle distance from Azir, in other words if you walk a tiny bit backwards they'll stop attacking, if you walk backwards after casting a max range Q to dodge an enemy skill shot the soldiers will idle, possibly leading to missed CS and losing a chance to trade back the poke if you got hit. This issue can easily be fixed by making the soldiers max q range be the very edge of the circle indicator instead of slightly farther meaning that the idle range after casting a max range Q would be farther away so you'd be less likely to accidentally walk into idle range and miss opportunities to poke and farm because of it.

Also adding an indicator arrow (like Orianna has to show how far she can get before her ball comes back) to show how close you are to putting your soldiers in their idle range would be very nice as it would further help with soldier clarity and less missed opportunities.

On to his W, my biggest issue with this skill is that if you cast it on a tower while out of range to summon it on the tower, it'll just cast at it's max range instead of having you auto walk into range then casting it on the tower. I can understand why it's like this normally, you don't want to accidentally walk too far and take poke just to place your soldier to farm, that makes perfect sense, but when it's used on a tower it should be used like a normal targeted ability, you use it on the tower, auto walk into range, then cast it.

Another thing that annoys my about Arise is that if you try to cast it close to, but not on the tower, it'll auto cast on the tower, wasting the soldier for what you wanted to use it for (usually to last hit an enemy champion with W Q combo). There's about a 100-150 unit range around the tower, that if W is cast on, will cause it to target the tower instead of the ground, Arise should only be cast on the tower when the mouse is over the tower, not the area around the tower, it's like if Ryze would cast his Q on a champion under tower but it would target the tower instead, it's nothing but annoyance when you miss a kill when this happens, changing the W tower targeting to only target the tower when the mouse is held over it would be an amazing change since less accidents with soldiers around towers would happen.

Changing how Arise targets towers would also mean that he would have to get closer to actually use it on the tower, this adds counterplay since to siege a tower he would have to get infront of his caster minions, leaving him very vulnerable to being dived while pushing, making the Azir player have to be more careful about when they go in to help siege.

TL;DR: Though Azir is mostly bug free now, some of his skills have issues on the Clarity department, making playing him even harder with no actual difficulty added to the champion.

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